Ask HN: Recommend resources that helped your game dev journey?
I grew up in Korea, a quiet kid hooked on Civilization and Minecraft—games were my escape, teaching me through play. After military service, I dropped college to co-found Disquiet, a social network for software builders. Now, 1.5 months into Space Zero with friends, I want it to be a space where people create and play together. Personally games shaped me, and I’d love to give that back.
But I’m clueless. don’t know design or mechanics. Our demo (collecting/crafting) got 500 signups in 4 days on HN/PH, but feedback was tough: - No clear goal, felt aimless. - AI crafting items lacked purpose, just swing the result. - Too barebones for a demo.
Posting on Reddit’s indie dev sub (my first try) got some “you did it wrong” too. It stung, but I see now: purpose matters, mechanics need depth. I’m reading The Art of Game Design by Jesse Schell—it’s great so far, but I need more.
Any books, videos, or communities that helped you grasp design or make fun mechanics? I’ll keep building Space Zero quietly, aiming to fix these gaps. Any recs mean a lot to a newbie like me!
145 comments
[ 0.33 ms ] story [ 198 ms ] threadAs I'm working towards a Steam release I've been digesting a lot of this guy's advice - https://howtomarketagame.com/
Whilst much of his guidance is of course marketing rather than design related, he does write about genres and game mechanics that attract players - specifically on desktop rather than mobile. It's worth a few hours of your time to check his stuff out.
https://www.youtube.com/@randyprime
As far as game improvement is concerned it's important to get in a growth mindset and keep focusing on improving the game, which it sounds like you're already doing.
Finally if you haven't already I would recommend creating a discord or some kind of forum for you game (itch.io has free hosting for them) just so you can collect feedback from people who are interested and invested in it.
[0] https://gamedev.city/
[1] https://itch.io/
In the early days of Minecraft it was a free dev build that ran in the browser and had no accounts, as new take on a game called Infiniminer
I have next to no game dev experience and the book is a great intro to a lot of foundational topics imo. NB: the book isn't very technical and is an easy read!
[0] Designing Games: A Guide to Engineering Experiences https://a.co/d/8Im68r8
A few years after getting that book, I started to work professionally with people building games, mostly white-labelled projects or contract work, which was the studio's bread and butter. But actually working with people developed my understanding of a) the relative value that artists, designers, and animators bring to the project, relative to my own set of skills and b) how to solve the sorts of problems that ship games. I am a programmer, and I use my programmer skills to give designers and artists what they ask for.
All of that to say: the best next step is working with folks, ideally some who have had experience. Book learning will only get you so far.
That being said, here are a few more books I have seen recommended in my sphere:
- The Timeless Way of Building by Christopher Alexander (this is not about games, but design generally)
- Finite and Infinite Games by James P. Carse
- Game Engine Architecture by Jason Gregory (this is a technical book about modern game engines)
Finally, Liz England (a designer who lowkey helped me not lose hope when I was breaking into the industry) has/had a blog where she talks about game design books. I cannot personally vouch for the titles, but I trust Liz England [1]
[1] https://lizengland.com/blog/game-design-library/
I'm curious about anyone's experiences who has joined random teams in game jams and how it turned out.
A game is like a story or movie, or any other creative work: foremost, you need a vision; and then a way of communicating it effectively to an audience.
The design, mechanics, and marketing are just functional details - essential, of course, but pointless without that overarching vision.
Your vision should be powerful, purposeful, and exciting (to you). It's more than just an 'idea'; there should be feelings associated with it (urgency, mystery, thrills, whatever) and a sense of a consistent inner 'story'. It fuels the passion that drives you to solve a series of problems that lead to game creation.
A relevant short essay: "Drunk, and in Charge of a Bicycle" by Ray Bradbury. (And probably the rest of the essays in his book, "Zen in the Art of Writing"...)
(Note: I have a game in the iOS App Store)
I’ll check out the essay and book you mentioned too
> feedback was tough: No clear goal, felt aimless. -
There are plenty of successful games that fit this description. There are plenty of unsuccessful ones as well. I would encourage you to lean in to the type of game you want to make. If the game is suppose to be an escape, does it bring that feeling? If the game is suppose to be fun, is it actually fun to play?
Most things just take time to learn. You probably won't get any worse at game design as time progresses, so you are doing the right things and the suggestions in this thread should help you on the path you are already on.
Every board/card game I design starts with a single key idea or mechanic or theme; but they all have a single cornerstone. Every playtest and design change is always looked at through that lens. If there isn't alignment, then you have two choices: ignore the change or considering resetting your cornerstone given what you know now. This really helps to stop thrashing and give focus to your game as you iterate.
While it won't help with real time games, Building Blocks of Tabletop Game Design: An Encyclopedia of Mechanism, will get you thinking about game mechanics.
If you want to make social games, then read The Lessons of Lucasfilm's Habitat http://www.fudco.com/chip/lessons.html There's also 21 years of blog posts worth reading here http://habitatchronicles.com/category/general/
Also don't signup-gate web games, players need to be able to play them instantly, without an account.
[0]: https://20_games_challenge.gitlab.io/
"If I think I must write `one` book, all the problems of how this book should be and how it should not be block me and keep me from going forward. If, on the contrary, I think that I am writing a whole library, I feel suddenly lightened: I know that whatever I write will be integrated, contradicted, balanced, amplified, buried by the hundreds of volumes that remain for me to write"
I think during one of the Braid 20th anniversary podcasts[0] he talks to it which I loved listing to (from a historic viewpoint; well moreso than a game dev/design)
[0]https://open.spotify.com/show/7t7FUL1e9vMCLWpKqcknAL?si=B_Bd...
A computer can be doing mountains of bookkeeping behind the scenes, and that not only obscures what is actually going on from the player, but it can make the designer believe they have "depth" when all they really have is an overcomplicated mess.
Watch YouTube channels where board games are taught, and pay attention to the structure of a video like that— it's "you play as X in setting Y, your ultimate goal is to Z, and along the way you're going have to A, B, and C to achieve that. The game will end when conditions Q are met. The hook that makes this game unique is that ____."
A video game (especially an indie game) should be able to pitched exactly as succinctly as that.
Big ones like Ludum Dare will also give you feedback on the game, which is good not for improving that gamejam game you made but for learning what things are important with a first impression. You often are meant to leave feedback on other games which is another good way to learn what works and potential pitfalls.
You're welcome to try hard on your first project but project ideas often have to be really really good to stick. Another advantage of doing gamejams is it let's you make something that you can easily just walk away from
https://docs.godotengine.org/en/stable/tutorials/best_practi...
Also scroll up a little bit and do the Getting Started "Your First 2D Game" tutorial.
Join the discord(s) and learn by chatting with other game devs.
Jordan Mechner’s 20 tips: https://www.jordanmechner.com/downloads/library/20tips.pdf
Liz England’s blog: https://lizengland.com/blog/2014/04/the-door-problem/
I also really like pico8 for initial dev with lots of rapid feedback. Lazy Devs Academy on YouTube has lots of good Pico8 tutorials, like this intro: https://www.youtube.com/playlist?list=PLea8cjCua_P3Sfq4XJqNV... Since pico8 source is often available you can look at it for inspiration, see for example Celeste: https://www.lexaloffle.com/bbs/?tid=2145
Along the same lines suggest the Spelunky book from Derek Yu where he walks through his whole process (and all these Boss Fight Books are great for that) going from GameMaker Studio prototype to finished product: https://bossfightbooks.com/products/spelunky-by-derek-yu
Last but not least, Itch is doing a California Fire Relief Bundle right now https://itch.io/b/2863/california-fire-relief-bundle that includes good gamedev books from Chris DeLeon. See his "Why are you making your own games? " quiz, https://form.jotform.com/233546996151162/
edit: add link to DeLeon to explain